Trouble With Troopers

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet.

CapAp 2

There's already at least one other Trooper swarm up, but I've played lots of variations and this list has been the most succesful. 4-Trooper's only advantage is coming out of the gate strong with a lot of damage; they will lose any protracted game, and defensive cards aren't the best place to focus your efforts. You generally won't be able to claim the battlefield unless you've hit a Squad Tactics because you have so many activations. The Imperial Armory has been selected because its effect is somewhat minor, but it can often let you cheat out a card on a turn that otherwise went poorly, and resources are always tight for this deck. The Rebel War Room can also be highly beneficial, but I've found that when playing against Jabba and Han decks, you're really helping the opponent more than yourself.

First off, your Upgrades. If they're not doing damage, we're not going to bother with them. Troopers don't have the dice economy to be wasting time on focus (no Comlinks), they don't roll any melee damage (no Promotions), and equipping a 3-cost card on a character with 7 health is inadvisable (no Commanding Presence). We want fast, cheap dice with guns on them.

Your Support is likewise devoted entirely to offense. The special on Speeder Bike Scout is a huge plus, but First Order TIE Fighter has 3 damage sides plus a situational special, and you are primarily trying to put out a lot of damage, so it's preferable. Supporting Fire is solid, but you will soon notice that activating only one die at a time is a severe limitation, making it your weakest support. Avoid Drudge Work and Outpost, you are not trying to prolong the fight, as you will lose a game of attrition.

With one exception, your Events are 1 resource or free. Use Aim to change a blank to 2 damage, save Firepower for your vehicles. Cannon Fodder should generally be used only to cancel dice that would trigger modifiers; Flank is useful here as well. However, if your opponent has the ability to play yellow, leave either a Flank or The Best Defense... in your hand at all times. Thermal Detonators that land a special are simply devastating for this deck. I have been dealt 24 damage in 2 actions with Detonators, and there is nothing sadder than losing a game you have dominated due to a single absurd roll. Be aware and be able to respond if you see one hit the table.

Nowhere to Run is the lone exception to the 99-cents-or-less rule. It's expensive, but can turn a miserable turn into a massacre. I have had 5 blanks become 10 damage; that's insane value for 2 resources. Still, this will be very situational and you don't usually just have 2 resources laying around with these guys.

Notably absent is Endless Ranks, but this deck really is not prepared to save up 5 resources, and will not greatly benefit from extending the finish line anyways. You will likely have won or lost by the time you could have played it. However, I recognize the appeal, and you could easily cut a Sweep the Area or two to make room, as it's included mostly just because it's free.

1 comment

mikipro123 1

you copy deck from other players